Did you do you analysis by version #? The 1.05 numbers would be most interesting. The problem is that you can score better by playing at Normal and Challenging and then dominating the game. I think that many new players are getting a high score by posting gigantic/normal games.
fsk5809
If you capture a planet with a capital, you get to have the benefit of more than one capital. If you haven't built your capital yet, you can still build one. If you capture a planet that's building a capital that you've already built, DONT CHANGE THE SOCIAL PROJECT!!!! You can let it complete, and you still get the 2nd captial!! (That's what I think happens. Can anyone else confirm this?) You can't move your racial capital from Sol. This is explained in the official docume
I like getting Eyes of the Universe and then building enough sensor drones (upkeep 0) to completely eliminate the fog of war. Since the game hides enemy resource starbases from you, this trick helps you track resources better.
1. Speed bonuses. Yes, speed bonuses are really +10% equals +1 speed. I disapprove of this feature, because it makes the base speed of a ship meaningless. The "base speed" for most ships ranges from 0 to 3, but does that really matter when you get +4 to speed? Really, +speed should take the "base speed" of the ship into account more. Otherwise, why bother giving different speed ratings to ships? 2. There are two types of "morale bonuses". There's "social project morale" an
I've been experimenting with +50 military lately. Yes, the bonus production isn't free, but on tiny I usually have extra cash anyway. For only 4 points, it seems like it may be as valuable as +1 speed on gigantic. Your colony ships move slower, but you can crank them out faster. +50 military seems to be the only ability where you get more benefit per racial point, the more you spend. [Message Edited]
Has anybody ever tried building a few +military starbases and hiding in a single sector? It sounds cheesy and boring, but I don't see why it wouldn't work. It would have to be on a larger map, so you'd get enough constructors in time to get the strategy working. You'd also need starbase culture upgrades so you wouldn't get flipped. If you had several good planets in the sector, you could pay the upkeep for the starbases, a few ships for defense, and slowly get a tech victory.
How about some appetizers? I hear that skin is delicious.
It can't just be overall score, because then you would never see a lower-rated player outrank a higher-rated player. I'm thinking it's some combination of total points scored and games played.
I play in windowed mode, and keep "Javascout's give pdf summary" handy. I look up the relative research cost before deciding if I want the trade. The AI-proposed trades don't seem to follow a set pattern. Allegedly, AI trading will be improved in the expansion.
Aren't there some AI features that aren't activated at Intelligent? I thought there was going to be a difficulty level where the AI plays its best, but doesn't get any bonuses.
This feature has been requested before - adding a button that would automatically compute the BC that makes it a fair trade. I would really appreciate it, as it seems like at least 25% of my game time is now spent on the trade sliders.
If you're sending in a fleet of transports, you have many options. You can unfleet and send in one transport at a time. Use one of the "nasty" invasion tactics if you expect to lose. If you lose the invasion, you don't damage the planet. However, you have to pay the tactics fee each time. This tactic helps if you're way outnumbered and don't want to damage the planet. You can leave the transports in a fleet, and invade as a fleet. You only have to pay for the invasion tact
Yes. Trade, military, and influence bonuses stack without limit. Production bonuses are limited by the 10xPQ cap on normal production and 3xPQ cap on free production.
I play in windowed mode, and I keep a notepad file where I keep track of the resource locations, my current plan, who wonders and trade goods are owned by the AI players, and who's at war. I also decided that I'm only playing on tiny/rare until the expansion comes out. With rally points, it'd going to be a lot easier to play on larger maps.
Remember that a party palace in the target sector is 5x as effective as in an adjacent sector. Unless you're looking to flip several sectors, or don't want to piss off a major, you should build the party palace in the target sector. As a bonus, you can put your +production modules on the starbase after you flip the planet. Also note that multiple party palaces appear to *MULTIPLY*, not add. That is, two +200% culture starbases appear to yield a +800% bonus, not a +400% bonus. Try it
What I was thinking was that there should be more variety in the new minor event. For each of the ideas mentioned, some should occur each time.
Has anyone done an objective cost-benefit analysis of propaganda centers? I still think that a single constructor, for a +20% influence boost, is a better deal, especially if you were building the starbase anyway. Similarly, planetary defenses seem unnecessary. If the AI ships are closing in, you may have already lost. For the same cost, an extra battleship or starbase military upgrade would be better.
If you get the "lucky" racial ability, you can get a ranger from a random event well before they are normally available.
The higher speed for the ranger is very nice. Plus, the ranger can get anomaly boosts.
I find that there are only a few "must-have" social projects on each planet. The rest are "nice-to-have", and I only really want them on my best planet. I have my good planets build "nice-to-have" while my worse planets build the "must-haves". If I have nothing to produce on most of my planets, I rush-buy the "must-haves" on the planets that are behind. The must-haves: - terraforming (anything with +PQ) - +production (manufacturing center, etc; helps the planet catch up)
Yes, it's wasted. This has been discussed many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many many times. The rumor is that the amount of waste may be reduced in the expansion, but it won't be eliminate
Does CariElf's "fixed" mean "The bonus is a bug and we took it out." or "We wanted there to be a bonus, but it was too big." ?
I believe that if you have a Shipyard or Advanced Quality Control, and you gift/sell a ship that was built on that planet, the Shipyard bonus is lost when you sell the ship. The "home planet" of a ship is changed when the ship changes hands. Can someone confirm this? To be fair, shipyard bonuses should be kept when a ship is sold. Also, if I have a military resource, I should be allowed to pass along the bonus when I sell the ship.
I guess another point is that the new minor civ event currently only creates 2 types of minors: terrorists and non-terrorists. It would be nice to see more variety in this event. Wouldn't it be neat to invade a minor, only to find out they had +10000% soldiering!
> Just give them 2-6 good defensice ships and that's it. The problem is that 2-6 good defensive ships can still be used up pretty quickly. If you're going to give the minor only 2-6 ships, then you also have to give them something like +200%-500% defense, so they're comparable with the majors who have military resources. I find that I sometimes sell Battleships to minors, only to have them die to a major's frigates. The reason is that the minor doesn't have any military resou